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// Passthrough effect v2 - simple copy input to output
#pragma once
#include "effects/shaders.h"
#include "gpu/wgsl_effect.h"
struct Passthrough : public WgslEffect {
Passthrough(const GpuContext& ctx, const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs, float start_time,
float end_time)
: WgslEffect(ctx, inputs, outputs, start_time, end_time,
passthrough_shader_wgsl) {}
};
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